Book Image

Monkey Game Development: Beginner's Guide

By : Michael Hartlef
Book Image

Monkey Game Development: Beginner's Guide

By: Michael Hartlef

Overview of this book

Monkey is a programming language and toolset that allows its user to develop modern 2D games easily for mobile and other platforms like iOS, Android, HTML5, FLASH, OSX, Windows and XNA. With Monkey you can create best selling games in a matter of weeks, instead of months.Monkey Game Development Beginner's Guide provides easy-to-follow step by step instructions on how to create eight different 2D games and how to deploy them to various platforms and markets. Learning about the structure of Monkey and how everything works together you will quickly create eight classical games and publish them to the modern app markets. Throughout the book you will learn important game development techniques like collision detection, handling player input with mouse, keyboard or touch events and creating challenging computer AI. The author explains how to emit particle effects, play sound and music files, use sprite sheets, load or save high-score tables and handle different device resolutions. Finally you will learn how to monetize your games so you can generate revenue.
Table of Contents (16 chapters)
Monkey Game Development
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
3
Game #2, Rocket Commander
4
Game #3, CometCrusher
5
Game #4, Chain Reaction
6
Game #5, Balls Out!
8
Game #7, Air Dogs 1942
9
Game #8, Treasure Chest

Time for action — letting the enemy paddles fight back


It isn't fair that only the player can push the ball back. The enemy needs this ability too. For sure, you can imagine it already; we will build a method first that will check and report back a collision of the ball with the enemy paddles:

  1. 1. Create a new method with the name CheckPaddleCollE, but this time with the return type of an integer.

    Method CheckPaddleCollE:Int()
    
  2. 2. Again, we first want to check if the ball is close to the paddles. As there are two of them, we will do this inside a FOR loop and set the index for the paddle arrays.

    For Local ep:Int = 0 To 1
    If (bX > (eX[ep]-5)) And (bX < (eX[ep]+5)) Then
    
  3. 3. Next, we check again if the ball's Y position is within +25/-25 pixels of the paddle's Y position. If it is, then return the index of the paddle.

    If ((bY >= eY[ep]-25.0) And (bY <= eY[ep]+25.0)) Then
    Return ep
    Endif
    
  4. 4. Now, close off the first If check and the FOR loop. Then, return -1, so we can see that no paddle...